- Hardware Shadow Mapping
- GPU Gems: Chapter 12. Omnidirectional Shadow Mapping
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In the creation phase, we render the squared distance from the light source of all objects that cast shadows into the shadow map texture (we'll see why the ...
- Chapter 14. Perspective Shadow Maps: Care and Feeding
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The difference between the algorithms for shadow volumes and shadow mapping comes down to object space versus image space: Object-space shadow ...
- GPU Gems: Part II - Lighting and Shadows
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Perspective shadow maps strive to reduce or eliminate shadow map aliasing artifacts by maximizing shadow map texel density for objects that are projected to ...
- GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...
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This means the aliasing error in standard shadow maps increases hyperbolically as the object moves near the view plane. Like standard shadow mapping, the ...
- GPU Gems 2: Chapter 17. Efficient Soft-Edged Shadows Using Pixel ...
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Shadow maps scale very well as the triangle count increases, and they can even work with objects that have partially transparent textures. These properties ...
- Headlights - NVIDIA Developer Forums
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... shadow mapping based on the QtForwardShadowMapping sample. ... in any visible shadows, because they are exactly behind the objects.
- Rendering shadow correctly - NVIDIA Developer Forums
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Throwing shadows only from the back faces of your objects will not help your .... the same things with the simpler Forward Shadow Mapping.
- NVIDIA PerfHUD | NVIDIA Developer Zone
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Texture View. Visualization of 2D textures, 3D textures, shadow maps, cube maps and render targets; New! Full screen texture/render target visualization. New!
- GPU Gems: Part II - Lighting and Shadows | NVIDIA Developer Zone
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Jul 16, 2009 ... Perspective shadow maps strive to reduce or eliminate shadow map aliasing artifacts by maximizing shadow map texel density for objects that ...
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